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Sonification of Pathways for People with Visual Impairments 视障人士的路径超声
D. Ahmetovic, F. Avanzini, A. Baratè, C. Bernareggi, Gabriele Galimberti, L. A. Ludovico, S. Mascetti, G. Presti
Indoor navigation is an important service, currently investigated both in industry and academia. While the main focus of research is the computation of users' position, the additional challenge of conveying guidance instructions arises when the target user is blind or visually impaired (BVI). This contribution presents our ongoing research aimed at adopting sonification techniques to guide a BVI person. In particular we introduce three sonification techniques to guide the user during rotations. Preliminary results, conducted with 7 BVI people, show that some of the proposed sonification technique outperform a benchmark solution adopted in previous contributions.
室内导航是一项重要的服务,目前在工业界和学术界都进行了研究。虽然研究的主要焦点是用户位置的计算,但当目标用户是盲人或视障(BVI)时,传递引导指令的额外挑战就会出现。这篇文章介绍了我们正在进行的旨在采用超声技术来指导英属维尔京群岛人的研究。我们特别介绍了三种超声技术,以指导用户在旋转。对7名英属维尔京群岛人进行的初步结果表明,提出的一些超声技术优于以前的研究中采用的基准解决方案。
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引用次数: 11
Movement Characteristics and Effects of GUI Design on How Older Adults Swipe in Mid-Air 运动特征和图形用户界面设计对老年人空中滑动的影响
A. Cabreira, F. Hwang
We conducted a study with 25 older adults that aimed to investigate how older users interact with swipe-based interactions in mid-air and how menu sizes may affect swipe characteristics. Our findings suggest that currently-implemented motion-based interaction parameters may not be very well-aligned with the expectations and physical abilities of the older population. In addition, we find that GUI design can shape how older users produce a swipe gesture in mid-air, and that appropriate GUI design can lead to higher success rates for users with little familiarity with this novel input method.
我们对25名老年人进行了一项研究,旨在调查老年用户如何在半空中进行基于滑动的交互,以及菜单大小如何影响滑动特性。我们的研究结果表明,目前实施的基于动作的交互参数可能不太符合老年人的期望和身体能力。此外,我们发现GUI设计可以塑造老年用户如何在半空中产生滑动手势,并且适当的GUI设计可以为不熟悉这种新颖输入法的用户带来更高的成功率。
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引用次数: 0
Session details: Session 6: Advancing Communication 会议详情:会议6:推进通信
Abi Roper
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引用次数: 0
The Present and Future of Museum Accessibility for People with Visual Impairments 为视障人士提供无障碍博物馆的现在和未来
Saki Asakawa, J. Guerreiro, D. Ahmetovic, Kris M. Kitani, C. Asakawa
People with visual impairments (PVI) have shown interest in visiting museums and enjoying visual art. Based on this knowledge, some museums provide tactile reproductions of artworks, specialized tours for PVI, or enable them to schedule accessible visits. However, the ability of PVI to visit museums is still dependent on the assistance they get from their family and friends or from the museum personnel. In this paper, we surveyed 19 PVI to understand their opinions and expectations about visiting museums independently, as well as the requirements of user interfaces to support it. Moreover, we increase the knowledge about the previous experiences, motivations and accessibility issues of PVI in museums.
视障人士(PVI)对参观博物馆和欣赏视觉艺术表现出兴趣。基于这一认识,一些博物馆提供艺术品的触觉复制品,为PVI提供专门的参观,或使他们能够安排无障碍参观。然而,PVI参观博物馆的能力仍然依赖于他们的家人和朋友或博物馆工作人员的帮助。本文通过对19个PVI进行调查,了解他们对独立参观博物馆的看法和期望,以及对用户界面支持的要求。此外,我们还增加了对博物馆PVI的以往经验、动机和可达性问题的了解。
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引用次数: 34
BrowseWithMe: An Online Clothes Shopping Assistant for People with Visual Impairments BrowseWithMe:一个视觉障碍人士的在线服装购物助手
Abigale Stangl, Esha Kothari, S. Jain, Tom Yeh, K. Grauman, D. Gurari
Our interviews with people who have visual impairments show clothes shopping is an important activity in their lives. Unfortunately, clothes shopping web sites remain largely inaccessible. We propose design recommendations to address online accessibility issues reported by visually impaired study participants and an implementation, which we call BrowseWithMe, to address these issues. BrowseWithMe employs artificial intelligence to automatically convert a product web page into a structured representation that enables a user to interactively ask the BrowseWithMe system what the user wants to learn about a product (e.g., What is the price? Can I see a magnified image of the pants?). This enables people to be active solicitors of the specific information they are seeking rather than passive listeners of unparsed information. Experiments demonstrate BrowseWithMe can make online clothes shopping more accessible and produce accurate image descriptions.
我们对视障人士的采访表明,购买衣服是他们生活中的一项重要活动。不幸的是,服装购物网站在很大程度上仍然无法访问。我们提出设计建议,以解决视障研究参与者报告的在线可访问性问题,并提出一个实现方案,我们称之为BrowseWithMe,以解决这些问题。BrowseWithMe使用人工智能自动将产品网页转换为结构化表示,使用户可以交互式地询问BrowseWithMe系统,用户想了解产品的哪些信息(例如,价格是多少?我能看看裤子的放大图吗?)这使人们成为他们正在寻找的特定信息的主动律师,而不是被动的未解析信息的听众。实验证明,BrowseWithMe可以使网上服装购物更方便,并产生准确的图像描述。
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引用次数: 36
Session details: Session 2: Supporting Speech 会议详情:第二部分:辅助演讲
Robin N. Brewer
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引用次数: 0
Designing a Context Aware AAC Solution 设计一个上下文感知的AAC解决方案
Conor McKillop
Alternative and Augmentative Communication (AAC) software has the ability to improve the quality of life for individuals with a speech, language and communication need. However, the communication rate achievable with current devices is still significantly less than unimpaired speech. The embedded technologies available in mobile devices, present an opportunity to improve the ease and efficiency of communication through context aware computing. This paper explores the iterative design process of a context aware keyboard prototype and discusses the results of its evaluation, which suggest the prototype could have a marked improvement on the communication rate of AAC users.
替代和增强沟通(AAC)软件有能力改善有说话、语言和沟通需要的个人的生活质量。然而,目前的设备所能达到的通信速率仍然明显低于未受损的语言。移动设备中可用的嵌入式技术提供了一个机会,通过上下文感知计算来提高通信的便利性和效率。本文探讨了上下文感知键盘原型的迭代设计过程,并讨论了其评估结果,表明该原型可以显著提高AAC用户的通信速率。
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引用次数: 6
A Demo of Talkit++: Interacting with 3D Printed Models Using an iOS Device Talkit++演示:使用iOS设备与3D打印模型交互
Lei Shi, Zhuohao Zhang, Shiri Azenkot
Tactile models are important learning materials for visually impaired students. With the adoption of 3D printing technologies, visually impaired students and teachers will have more access to 3D printed tactile models. We designed Talkit++, an iOS application that plays audio and visual content as a user touches parts of a 3D print. With Talkit++, a visually impaired student can explore a printed model tactilely, and use finger gestures and speech commands to get more information about certain elements in the model. Talkit++ detects the model and finger gestures using computer vision algorithms, simple accessories like paper stickers and printable trackers, and the built-in RGB camera on an iOS device. Based on the model's position and the user's input, Talkit++ speaks textual information, plays audio recordings, and displays visual animations.
触觉模型是视障学生重要的学习材料。随着3D打印技术的采用,视障学生和教师将有更多的机会接触到3D打印的触觉模型。我们设计了Talkit++,这是一个iOS应用程序,当用户触摸3D打印部件时,它可以播放音频和视觉内容。有了Talkit++,视障学生可以用触觉探索打印的模型,并使用手指手势和语音命令来获取关于模型中某些元素的更多信息。Talkit++使用计算机视觉算法、纸贴纸和可打印跟踪器等简单配件以及iOS设备上的内置RGB摄像头来检测模型和手指手势。根据模型的位置和用户的输入,Talkit++会说出文本信息,播放音频记录,并显示视觉动画。
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引用次数: 2
Volunteer-Based Online Studies With Older Adults and People with Disabilities 基于志愿者的老年人和残疾人在线研究
Qisheng Li, Krzysztof Z Gajos, Katharina Reinecke
There are few large-scale empirical studies with people with disabilities or older adults, mainly because recruiting participants with specific characteristics is even harder than recruiting young and/or non-disabled populations. Analyzing four online experiments on LabintheWild with a total of 355,656 participants, we show that volunteer-based online experiments that provide personalized feedback attract large numbers of participants with diverse disabilities and ages and allow robust studies with these populations that replicate and extend the findings of prior laboratory studies. To find out what motivates people with disabilities to take part, we additionally analyzed participants' feedback and forum entries that discuss LabintheWild experiments. The results show that participants use the studies to diagnose themselves, compare their abilities to others, quantify potential impairments, self-experiment, and share their own stories -- findings that we use to inform design guidelines for online experiment platforms that adequately support and engage people with disabilities.
针对残疾人或老年人的大规模实证研究很少,主要是因为招募具有特定特征的参与者比招募年轻人和/或非残疾人更难。通过对LabintheWild上四个共有355,656名参与者的在线实验的分析,我们发现,提供个性化反馈的基于志愿者的在线实验吸引了大量不同残疾和年龄的参与者,并允许对这些人群进行强有力的研究,这些研究可以复制和扩展先前实验室研究的结果。为了找出是什么促使残疾人参与,我们还分析了参与者的反馈和讨论LabintheWild实验的论坛条目。结果表明,参与者使用这些研究来诊断自己,将自己的能力与他人进行比较,量化潜在的障碍,自我实验,并分享他们自己的故事——我们用这些发现来为在线实验平台的设计指南提供信息,这些平台可以充分支持和吸引残疾人。
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引用次数: 15
Exploring Aural and Haptic Feedback for Visually Impaired People on a Track: A Wizard of Oz Study 探索听觉和触觉反馈的视障人士在轨道上:绿野仙踪的研究
Kyle Rector, Rachel Bartlett, S. Mullan
Access to a variety of exercises is important for maintaining a healthy lifestyle. This variety includes physical activity in public spaces. A 400-meter jogging track is not accessible because it provides solely visual cues for people to remain in their lane. As a first step toward making exercise spaces accessible, we conducted an ecologically valid Wizard of Oz study to compare the accuracy and user experience of human guide, verbal, wrist vibration, and head beat feedback while people walked around the track. The technology conditions did not affect accuracy, but the order of preference was human guide, verbal, wrist vibration, and head beat. Participants had a difficult time perceiving vibrations when holding their cane or guide dog, and lower frequency sounds made it difficult to focus on their existing navigation strategies.
进行各种各样的锻炼对于保持健康的生活方式很重要。这种变化包括在公共场所的身体活动。一条400米的慢跑跑道无法进入,因为它只提供视觉提示,让人们保持在自己的车道上。为了让运动空间变得触手可及,我们进行了一项生态有效的绿野仙踪研究,以比较人类引导的准确性和用户体验,语言,手腕振动,以及人们在轨道上行走时的头部节拍反馈。技术条件不影响准确性,但偏好顺序是人类引导、口头、手腕振动和头部跳动。当参与者拿着手杖或导盲犬时,他们很难感知振动,而低频声音使他们难以专注于现有的导航策略。
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引用次数: 14
期刊
Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility
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